Commodity Deeds
Moderator: Gamemasters
Commodity Deeds
This is an alternative to running around with a cow when delivering goods.
An NPC is created, this NPC will take care of the creation and retreival of the commodity deed.
Lets say you have 300 coal and 300 ore you want to sell to someone. Ideally you just meet at a depot, and you transfer it. Or you take a cow, fill her up with stuff and give them to him that way.
This is an alternative which only works for quality-less items.
You speak to an NPC, and say that you want a deed which is worth the value of 300 iron ore (for example). The NPC will take your ore, take a payment (based on the amount of items), and give you a parchment which is worth 300 iron ore.
To trade, you just give him the 'special' parchment.
When a person goes up to the NPC with this parchment, he may trade it in, for the original goods it was worth, there should be an NPC like this in each town, next to a depot.
(This is how the 'paper money' system in RL works... the paper money is a 'receipt' for gold coins or whatever you're supposed to use [If you look at a british pound note, it has "I promise to pay the bearer on demand the sum of X pounds")
An NPC is created, this NPC will take care of the creation and retreival of the commodity deed.
Lets say you have 300 coal and 300 ore you want to sell to someone. Ideally you just meet at a depot, and you transfer it. Or you take a cow, fill her up with stuff and give them to him that way.
This is an alternative which only works for quality-less items.
You speak to an NPC, and say that you want a deed which is worth the value of 300 iron ore (for example). The NPC will take your ore, take a payment (based on the amount of items), and give you a parchment which is worth 300 iron ore.
To trade, you just give him the 'special' parchment.
When a person goes up to the NPC with this parchment, he may trade it in, for the original goods it was worth, there should be an NPC like this in each town, next to a depot.
(This is how the 'paper money' system in RL works... the paper money is a 'receipt' for gold coins or whatever you're supposed to use [If you look at a british pound note, it has "I promise to pay the bearer on demand the sum of X pounds")
What I mean is this
The NPC gets X items SOLD to him, and money, and you get an ITEM which can be 'resold' to him for whatever is stored on that item.
The NPC doesn't physically KEEP them (that's why its for no-quality items), he just 'creates' the items again when you come back for them.\
Added: The 'data' is stored in the parchment, similar to how a bag would store its details.
The NPC gets X items SOLD to him, and money, and you get an ITEM which can be 'resold' to him for whatever is stored on that item.
The NPC doesn't physically KEEP them (that's why its for no-quality items), he just 'creates' the items again when you come back for them.\
Added: The 'data' is stored in the parchment, similar to how a bag would store its details.
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Keikan Hiru
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- Estralis Seborian
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I understand what you mean, but can you elaborate on the use of this? I mean, what is the purpose for such a change, how will the game benefit from it and what justifies the effort that has to be spend?
Note: I am not against this proposal, I just don't get what you want to accomplish with it on a wider scale.
Note: I am not against this proposal, I just don't get what you want to accomplish with it on a wider scale.
Its aimed for being a 'safer' way to trade bulks of items, also taking less time.
Lets say a person makes an order for 2000 nails (for building like trollsbane did).
Nails weigh quite a lot (surprisingly), able to carry 85 or so at a time.
Now that person will have to , get a cow, load her up with that many nails, taking 85 or so at a time.
Move the cow to the point... then drag it to the ground, while someone else picks them up, 85 at a time and puts them in the depot...
This way, you could get a parchment, give the buyer a parchment, and the items will be given to you (in your depot). Saves a lot of dragging, and a lot of stupid problems involving rot cycles and 'hurry up and get those nails'
Lets say a person makes an order for 2000 nails (for building like trollsbane did).
Nails weigh quite a lot (surprisingly), able to carry 85 or so at a time.
Now that person will have to , get a cow, load her up with that many nails, taking 85 or so at a time.
Move the cow to the point... then drag it to the ground, while someone else picks them up, 85 at a time and puts them in the depot...
This way, you could get a parchment, give the buyer a parchment, and the items will be given to you (in your depot). Saves a lot of dragging, and a lot of stupid problems involving rot cycles and 'hurry up and get those nails'
- Korm Kormsen
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Hadrian you are aware theres is right click functions "drop" and "pickup". This may make your life alot easier. And if you take off your bag, block all your belt slots, and open your depot, right click pickup function moves it strait to your depot.
I think this information kills your proposal.
You could set down 250 nails and pick them up in like 2 seconds.
Also-the number you have your counter set to is how much you drop and pickup with these functions.
I think this information kills your proposal.
- Cliu Beothach
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